developing games for online consoles

20
Developing Games for Developing Games for Online Consoles Online Consoles Issues & Opportunities for PC- Issues & Opportunities for PC- Experienced Developers Experienced Developers KIPA Game Conference 2002 KIPA Game Conference 2002

Upload: kiril

Post on 09-Jan-2016

25 views

Category:

Documents


1 download

DESCRIPTION

Developing Games for Online Consoles. Issues & Opportunities for PC-Experienced Developers KIPA Game Conference 2002. Premise. You are an experienced PC game developer. Considering developing an online game for PS2, Xbox or GameCube. Discussion will focus on US market, and over next 3 years. - PowerPoint PPT Presentation

TRANSCRIPT

Page 1: Developing Games for Online Consoles

Developing Games Developing Games for Online Consolesfor Online ConsolesDeveloping Games Developing Games for Online Consolesfor Online Consoles

Issues & Opportunities for PC-Experienced Issues & Opportunities for PC-Experienced DevelopersDevelopers

KIPA Game Conference 2002KIPA Game Conference 2002

Page 2: Developing Games for Online Consoles

Premise

• You are an experienced PC game developer.

• Considering developing an online game for PS2, Xbox or GameCube.

• Discussion will focus on US market, and over next 3 years.

Page 3: Developing Games for Online Consoles

Why do Online Console?

• Market for PC online games is becoming increasingly competitive and risks saturation.

• Console game market larger and growing faster than PC game market. Online console in infancy.

• Opportunity to reach new audience with online Console games.

• Creative challenge…

Page 4: Developing Games for Online Consoles

US Console Market(chart courtesy of Yankee Group)

48.3

0.3

50.4

0.8

51.2

1.9

52.0

4.7

54.8

11.0

58.1

18.5

2002e 2003e 2004e 2005e 2006e 2007e

Console Households Online Console Households

Page 5: Developing Games for Online Consoles

Challenges

• Technical challenges • Production challenges

• Design challenges

Page 6: Developing Games for Online Consoles

How they Match Up    PC   Xbox   PS2   GC  

CPU Pentium 1Ghz+ P3 733Mhz custom 294Mhz custom 485Mhz

RAM 128MB 64MB 32MB 40MB

Screen: 1024x768 640x480 640x480 640x480

Media: CD-ROM DVD DVD prop. DVD

Storage: 40GB 8GB 16MB 16MB

Connection: DU or BB BB only DU or BB DU or BB

Page 7: Developing Games for Online Consoles

Getting Online…

Page 8: Developing Games for Online Consoles

Technical Challenges

Page 9: Developing Games for Online Consoles

Storage Constraints

• Compared to a PC, the PS2 and GC have tiny storage, and less RAM.

• Typical MMP PC architecture simply won’t work on console.

• With 8MB drive, Xbox is comparable to a PC. However, space intended for data only.

Page 10: Developing Games for Online Consoles

Custom Chips

• PS2 in particular, and GC and Xbox to lesser degree, rely on custom chips for video, audio and memory management.

• Details often poorly documented.

• Demands low-level programming capability, and can create a steep learning curve.

Page 11: Developing Games for Online Consoles

Performance Expectation

• Maintain 30fps+ on console. With dial-up connectivity, double challenge.

• Premium on visual impact.

• Minimize load time and delays.

Page 12: Developing Games for Online Consoles

Connectivity

• For PS2 and GC, developers must develop (or obtain) own networking code.

• For PS2 and GC, developer must build (or obtain) own server infrastructure.

• Xbox provides basic infrastructure, and MS runs servers.

Page 13: Developing Games for Online Consoles

Production Challenges

Page 14: Developing Games for Online Consoles

Filling the DVD

• Consumer expectations for Console games are high, and ever increasing.

• Production budget just for content can readily be $2M - $4M, or higher.

• Multi-media demands: cinematics, 3D visuals, mo-cap, voice acting, etc.

Page 15: Developing Games for Online Consoles

Long Development Cycle

• For premium online Console title, starting from scratch, 24-36 month development cycle.

• Long cycle + technical challenges + high production expectations = expensive and risky!

Page 16: Developing Games for Online Consoles

Funding Production• Costs can easily exceed $5M.

• Equity funding scarce (may change with first couple of online hits).

• Publishers placing few bets; most are with established franchises and in-house teams.

• If independent group, nearly a requirement to have impressive demo.

Page 17: Developing Games for Online Consoles

Design Challenges

Page 18: Developing Games for Online Consoles

Look Ma’, no Keyboard

• No keyboard (or mouse) on Console; pure controller UI.

• TV screen resolution, and playing habits.

• Traditional multiplayer-on-couch mode.

• Voice input for Xbox (and selected PS2 titles.)

Page 19: Developing Games for Online Consoles

Direction Please(and make it quick)

• Typical MMP PC game is open-ended, and relies on experienced player.

• Typical online PC game is played in long, dedicated sessions.

• Most Console games provide clear objectives for player.

• Most Console gamers play in shorter bursts.

Page 20: Developing Games for Online Consoles

The Frontier of Online Games

• Massive not the end-all; team, co-op, and small group play are all contenders.

• Persistence and community are underlying drivers.

• Text chat gives way to voice...

• Beyond online fantasy and sci-fi. Console genres don’t map 1:1 to PC.